Description : This sword is made from a light material, resembling
hardened wood. It has a 3' long thin blade, but is harder than steel. The
grip is shaped like a coiling serpent, its forked tongue entwining along
the blade (the sword is identical to the one depicted on p.34 of GAZ5).

History : This sword is an Elven Long sword, created from enchanted
oak wood, and treated with sap from a Tree of Life. It belonged to Clan
Grunalf (the design is typical for that clan) of Alfheim, but was lent
to a hunter of that clan who was stalking a monster that had escaped from
the Thornbush Bad Magic Point. The hunter tracked the beast all the way
into Ethengar, where he was waylaid and killed by warriors of the Yakkas
tribe. They found the sword, and was awed by its apparent magical nature.
They called it "Serpent Blade" and brought it back with them. Since then,
the sword has exchanged hands many times. It is probably just a matter
of time before it finds its way into the hands of a Khan.

Game Details : Serpent Blade is a regular Elven Long sword. It
does 1d6+1 damage and counts as a magic weapon without any pluses. It has
a built-in detect danger spell. By concentrating on an area or object,
the sword will glow if that area or object is dangerous. The intensity
of the glow denotes both distance to the threat and threat level. The Ethengarians
are unaware of the detect danger power of Serpent Blade.

Description : Simply an arrow made of hardened wood, Slayer's
specific design is identical to the arrow depicted for Clan Erendyl on
p.48 of GAZ5.

History : This arrow was part of a batch of arrows that had been
specially enchanted to combat trolls. It was made from a limb of Clan Erendyl
of Alfheim's Tree of Life, and its arrowhead was tempered in sap from that
Tree. It was fired during a humanoid raid, where it instantly killed a
large troll. A kobold called Ungh-Picky-Fingers saw the obvious power of
the arrow, grabbed it, and ran for home. Ungh was one of only a few survivors
and naturally his chief assumed that he had deserted the raid. Faced with
the chief's lieutenant, a troll called Raorr-Kobold-Swallower, Ungh used
the only option open to him: he fired the looted arrow at Raorr from his
short bow. Raorr was struck in the throat, looked momentarily surprised,
then fell dead at (and on) Ungh's feet. Ungh snatched the arrow, then proclaimed
himself the most powerful of kobolds and replaced the current chief. Ungh's
descendants have since then ruled their tribe, the power of Slayer ensuring
their rule.

Game Details : Slayer is an Elven Arrow+1 with the special talent
of Slaying Regenerating Monsters. Any regenerating creature struck by Slayer
must make a saving throw vs. death ray or die, instantly. Every time the
arrow is fired (whether it hits or misses), there is a 10% chance that
it will break upon impact.

Description : These leather gloves are of superior craftsmanship.
The fingertips are actually made of specially treated leaves from a Tree
of Life. The gloves seem to almost meld with the wearer's skin, and provide
great sensitivity while also protecting hands and fingers.

History : This pair of gloves was crafted by a famous tanner
of Clan Long Runner of Alfheim. They were made to assist the tanner herself
in her work. Her items became so famous that merchants began to seek her
works exclusively. While she enjoyed her work, the attention she got and
the orders she received were simply outrageous. She didn't want to turn
all those people down, but she just couldn't keep up with the demands.
Eventually, she sold the gloves to a Darokinian merchant, and went back
to producing items that, while still fine, were not outstanding. As a result
her fame faded, and she still happily plies her trade. The gloves quickly
found their way into the hands of a thieves' guild, who used their powers
for a more sinister purpose.

Game Details : Ordinarily these gloves will grant a bonus of
+2 to Skill checks involving sensitive finger work, such as sewing, weaving,
tanning, bow making, or cheating. They also give the wearer a bonus of
+1 to find secret doors. When worn by a thief, they grant a bonus of +10%
to Open Locks, Remove Traps, and Pick Pockets. Additionally, they give
a +2 bonus to saving throws vs. needle type traps, since they are hard
to penetrate.

Description : This large stone axe adorned with eagle feathers
is actually a tomahawk. The edge is sharp yet the head appears crude. The
weapon looks primitive to most people of the "civilised" nations.

History : This tomahawk was found by a warrior of the elk clan
named Talani while he was walking in the forest. The creation of the item
remains a mystery but some suggest it was either created by some powerful
shamani long ago to help fight the red orcs who once invaded the Atruaghin.
Others maintain it was a gift to Talani from Atruaghin himself. Talani
used the weapon in several successful raids against a gnollish camp near
the turtle clans. Unfortunately, in AC 1005 a member of the tiger clan
killed Talani. It's tomahawk now either rest in some treasure horde of
the tiger clan or in the hands of one of it's warrior. It could also still
lie in the forest of the tiger clan.

Game Details : This tomahawk as the strength and durability of
a steel battle axe. It has also the same stats has a steel battle axe. It
is enchanted +2, +3 vs. humanoids.

Description : These are small red berries that always appear
fresh and ripe. They look juicy and delicious. They emit a sweet aroma.

History : These were created by Long Nose, a shamani from the
bear clan. He wanted to create potions to give warriors of the bear clan
who have to fend off tiger clan warriors. Lacking much of the equipment
high level priests and mages of other lands possess he worked with nature
and the spirits to enchant these berries to act as magical potions. Since
then Long Nose as taught other shamani of the plateau how to make these.

Game Details : These berries are always good and never spoil.
They act as potions of healing. Players cannot take a sip ( obviously )
from these as they can with normal potion. They can be mixed like with
other potions if they are crushed and dropped whole in a potion ( mixing
potions as covered in DMG ).

Description : This is an old eagle talon in a gripping posture
attached to a leather band. It must be worn as a necklace.

History : Watchful claw was first a totem charm worn by a member
of the horse clan whose totem was an eagle. This Atruaghin was an adventurer
travelling in foreign lands with heroes from other nations. When the party
of adventurers parted ways, the wizard of the group, a man from Glantri,
enchanted the pendant. The Atruaghin named Watchful Eye then passed the
pendant to a young warrior of his tribe upon his return. It has been passed
from worthy warrior to worthy warrior for about 200 hundred years.

GameDetails : This pendant/necklace provide it's user
with a powerful vigilance against humanoids. The wearer cannot be surprised
by humanoids while wearing this necklace.

Description : Riposte is a main-gauche, also known as a parrying
dagger. These types of weapons are often found in the hands of swash-bucklers
and people wielding rapiers. This main-gauche is a thin golden blade with
a large and intricate hand guard made of electrum. The hand guard is fashioned
as a net of vines. The handle is in leather with a small ruby.

History : Riposte was the favourite weapon of a famous roguish
hero of Darokin, his name was Talkatros. This hero lived in Selenica where
he fought in many duels. With is trusty rapier and Riposte. Talkatros was
also famous for bringing a band of Ylari brigands to justice. Unfortunately
these brigands had friends in the Ylaruam District of Selenica who eventually
got to Talkatros. The current whereabouts of this weapon is unknown.

Game Details : This is a main-gauche +2. If you do not have access
to the stats of a main-gauche make this a dagger +2.

Description : This golden daro looks like any normal daro on
one side, the scale with the 5 coins, but on the other side instead of
the Crowned Man his the symbol of a scroll with two lightning bolts. This
is the symbol of the merchant house Corun.

History : This magical coin was forged by house Corun and enchanted
by one of it's member who is a powerful wizard a very long time ago. The
coin was given to important members of the house at various times. One
member, Shira Corun actually lost the coin in her home town of Corunglain.
Although the coin is magical and a bit different than a normal daro, it
has travelled from hand to hand and purse to purse ever since. Sometimes
lost in the wilderness to some monsters, later to be reclaimed by some
heroes and spent at a tavern.

Game Details : While someone is in possession of this coin he
gains a +1 bonus to all saving throws.

Description : This is a standard Darokinian electrum piece, except
that it is magical.

History : A wizard who had the Daro of Luck in his possession
found that lucky charms of these sort were a good idea. He created a collections
of these with varying denominations. Each do certain things. This electrum
piece has also fallen into circulation.

Game Details : The owner asks a question aloud, which usually
has two possible answers (ie: "Should I kill this captured thief who stole
my socks, or should I let him live?"), and then flips the coin. The electrum
piece then shimmers in mid air, and always lands head side up. The kingly
profile on that side then glows, and a tinny voice utters the desirable
option aloud, mimicking the user's phrasing (obscenities, grunts, yawns,
and all).

Merchants, politicians, and other persons of power who have acquired
this coin have relied on it to make important decisions, and, while it
initially gives good advice, invariably the coin appears to acquire a malevolent
bent to it. After 1d4+3 questions have been asked of it, the advice given
will have a 50% chance of being bad ("Tell the King he's a rotten card
player and a cheat."). After a further 1d4+3 questions have been asked,
every piece of advice given by the coin will lead to bad luck...or worse.
Even after the user loses or discards the coin, and picks it up again,
he or she will receive bad advice.

Magical theorists who are familiar with the coin have speculated that
its creator had a twisted sense of humour.

Description : This item appears to be a normal wooden abacus
(the taxman's weapon of choice against reluctant citizens of the realm),
set in a bronze frame. Along the top of the device is an engraving reading,
"Another fyne Product of the Lynton Companie - Rufus Lynton, Esq." The
abacus weighs 10 cn, and measures about eight inches on a side.

History : In the not too distant past, the Linton House of Darokin
was heavily involved in the development of devices that promised to make
life for the average person easier, and thus more profitable. It was not
out of a sense of philanthropy that they did this; the House held an exclusive
license for the production of many consumer goods in specified "niche markets"
(as defined by the House's representatives, and as agreed-upon by the king),
under a law which has since been repealed. Nevertheless, the Lintons hoped
to profit immensely through the production of improved goods that would
be accessible to those people who had sufficient means to purchase them
(the average working stiff did not count, of course).

From AC 789 (when the Lintons' license came into effect) until AC 822
(when the enabling legislation was repealed due to immense pressure from
the other Houses), the Linton name was synonymous with innovation, greater
convenience, and newfangled items that actually worked - most of the time.
The House employed a number of gnomish craftsmen to oversee the operations,
and to handle the conceptualisation of new ideas. In addition to the abacus,
items such as firestarters, non-burning light sources, and magic-powered
saws found their way into the homes of those who could pay the often exorbitant
prices that were charged. The operation was, however, largely unprofitable,
owing to the high wages demanded by the gnomes, and competitive pressures
being experienced in the Lintons' other operations (with the result being
that the profits of these product lines were often rolled over to cover
losses in the other operations). Oddly enough, the pressures ended when
the Lintons stopped manufacturing their wondrous devices.

The history notwithstanding, many of these "Linton Gadgets" (as they
are often called by collectors) are still around today, waiting to be found
in treasure hoards, lying forgotten in someone's cellar, or sitting on
someone's shelf.

Game Details : The abacus is quite simple. To operate it, a user
can either make calculations manually, or dictate the various numbers aloud,
and the abacus beads will move accordingly. If the latter function is chosen,
no mathematical errors will result. It should be noted that the numbers
and mathematical functions must be enunciated clearly (ie: "two plus eight"
spoken aloud would receive an answer; "two and eight" would not).

An additional (but little known) ability of the abacus is to calculate
exponents, and square and cubed roots (to the nearest whole number). In
these cases, the user must say, "Eight to the power of six" (for example),
or "Square root of thirty-six".

The main drawback to this item is that the commands to use it are rather
inflexible; they must be given with the proper phrasing, or nothing will
happen. Fortunately, these magical calculators were sold with a little
piece of parchment noting all of the functions and how to use them. Unfortunately,
there are few of these sheets in existence anymore; player characters who
find an abacus are pretty much on their own in trying to figure this minor
magic item out, though a wizard or sage might be able to help them.

Description : An intricately carved pipe of the finest ivory,
Slowleaf's Pipe has obviously seen a lot of use. The pipe stem resembles
a crouching dragon and curves downward fully 10 inches before ending in
the pipe bowl, which is beautifully carved to resemble a dragon's head,
its widely opened jaws turned upwards. The pipe fits an average Hin perfectly.

History : This pipe was carved by Guldulph Slowleaf of Shireton,
famous Hin tobacco mixer. After his death it fell into the hands of an
unfortunate wizard, down on his luck. To make up for his debts, he enchanted
the pipe, then used its powers of charming to fool the moneylender. When
the moneylender came to his senses, he tracked down the wizard, and offered
him to forget all past grievances in exchange for the pipe. The wizard
reluctantly agreed. The unscrupulous moneylender used its powers many times
before a disgruntled warrior, knowing he had been tricked, took his head
and the pipe with him. He later sold the pipe to a travelling merchant.

Game Details : Any who inhale the smoke from this pipe will fall
under a charm spell, regarding the pipe smoker as a dear friend of theirs.
They will be very susceptible to suggestions from their old "friend", and
can, for example, be easily swindled by the smoker. If asked to do something
contrary to their nature, they will receive a saving throw vs. spells at
a +2 bonus to break the charm. If asked to do something that will obviously
bring harm to themselves for no reason, they will automatically break the
charm. They will, however, defend their "friend" from harm. The effect
wears off after 6 hours, but may be renewed within that time.

Description : This green glass bottle is of unremarkable design.
It is of a common design that is typically used for anything from cheap
wine to rum. It bears a label that says "Ding's Finest Thanegioth Rum".
Apparently it is half filled with some unidentifiable liquid.

History : Dinglemarkow, the infamous Hin trader/smuggler/pirate/conman
had this bottle enchanted in Ierendi. Authorities in all ports of the Sea
of Dread were certain that he smuggled all sorts of liquor into their ports,
but none were ever able to discover any contraband on his ship. The helpful
Ding would follow them around the ship, and cheerfully point out hiding
spots around the ship, "installed by the previous owner" as he explained
to them, occasionally taking a sip from his personal rum bottle. Actually
this magical bottle contained his smuggled liquors. One day a prankster
exchanged this bottle for one of Ding's regular rum bottles, and it was
sold before Ding discovered the switch. No one knows for sure what happened
to the poor prankster when Ding discovered what happened. Ding has been
buying back his "Finest Thanegioth Rum" ever since, but hasn't found his
magical bottle yet.

GameDetails : Ding's Bottle is a special variant of a
Bag of Holding. It can only contain liquids, and can contain up to 500
litres, but will never weigh more than a regular bottle. It always appears
to be about half full. Anything stored inside the bottle will be magically
preserved. If two different liquids are mixed in the bottle, the entire
contents will be spoiled and have no value or use. Ding's Bottle is magically
masked to fool detect magic spells cast at below the 10th level of ability
(well above the average level of harbour inspectors).

Description : This seems to be a strange musical instrument,
consisting of a branched wooden pole with tiny metal discs hung on the
branches. When shaken it produces a particularly annoying jingle.

History : This titterbuk, an ancient Hin musical instrument,
was made centuries ago by Hosigirth, a Hin who was undertaking the quest
for Immortality in the Sphere of Energy. It was meant to give Hosi an advantage
in her Task of defeating a high-level magic-user. As it happened, the magic-user
found the prospect of duelling a Hin lady so amusing that he broke down
in tears of laughter, and thus was easily defeated, before he could raise
his defences, by the enraged Hosi. Hosi presumably became an Immortal and
left Mystara to explore the multiverse. Her titterbuk was considered faulty
since its sound was so annoying and ended up in storage for a century,
before it was sold as an antique.

Game Details : The jingling sound produced by the Titterbuk of
Disruption is so annoying that any person within 60' of it must make a
saving throw vs. spells at a -4 penalty to be able to cast a spell, or
to maintain concentration if concentrating on a magical effect. The titterbuk
can be continuously used in one hand, while attacking with the other with
a -2 penalty to hit rolls. Earplugs grant complete protection from this
device.

Description : This is an elven longbow, crafted from a light
wood of unknown origin to all but Graakhalians ( the wood is from the twisted
forest ). The string is made of gnoll fur and sinew. Flowery engravings
are drawn on the bow.

History : Journey's End was created by an evil Sheyallia elf
when the elves first arrived in Graakhalia. It's creator Simnunlas opposed
integration whit the gnolls and was very infamous. He enchanted the bow
himself and even got the wood from the twisted forest himself. The bow
got it's name from the fact that Simnunlas often used it to prey upon unsuspecting
travellers on the plains of fire. It also has killed many Graakhalians gnolls.
The bow is infamous in Graakhalia.

Description : This dull yellow cloak always appears dusty and
worn and can't be cleaned, even by magic. It seems to be made for some
tall human. The cloak doesn't seem magical at first.

History : This cloak was created by a gnoll spellcaster of Graakhalia
named Tunsial. It was his first magical item he created and he was quite
proud of it. He eventually gave it to gnollish adventurers after they completed
a quest he had set for them. Which was to retrieve some rare fungus in
the twisted forest. The adventurer's have travelled in Hule, Sind and even
to Yavdlom and the Atruaghin plateau. During one of their travel they were
slain by a wandering party of adventurers who taught they were common evil
gnolls. The adventurers didn't suspect the cloak was magical and left it
on the fallen gnolls.

GameDetails : This cloak protect it's wearer from the
effect of the sun and natural heat, such as found in a desert. It also
gives +1 bonus to Armour Class and finally +10% to thieves and ranger's
hide in shadow skills but only in deserts, badlands and wastes.

Description : In it's natural form this hat is a hood with a
cord. It is dark brown and meant to be worn with a cloak of the same colour.

History : This hat of disguise was created in Sind and eventually
fell into the hands of a Graakhalian gnoll Tunnviel who currently still
possesses it. Tunnviel has been travelling the world and has visited many
countries of the Known World using the hat's power to mask his appearance
has a gnoll. Tunnviel travels in the assumed identity of Altaros Baltruk
a "fake" Darokinian merchant.

Description : The long wooden shaft of this spear is been painted
dark blue. The colour is almost permanent and does not degrade with time.
The silver spear head is in the form of an hearth and engraved with curvy
patterns.

History : This spear was created in AC 969 in the village of
Kobos on Safari Island by a resident wizard. The wizard needed the skin
of a rare blue snake which he wasn't able to find, he promised Trikelios,
a famous hunter and tour guide, this spear if he could find the skin, which
he did. Because of the game of Trikelios this item is well known on Safari
Island and some people on the other islands have heard of it. Trikelios
disappeared on White Island.

Game Details : This is a spear + 1, +3 against giant versions
of normal animals. These include giant spiders, giant snakes, giant crabs,
etc.

Description : This set of chain mail has fire red metal links.
It appears to be in moderately good condition. In the middle of the front
side of the shirt is a red piece of cloth with a flame depicted on it.

History : There are five such armours which have been created
by the Honor Island Mage to suit their humanoid captains. This particular
set was being worn by an Orc captain on a Fire Ship during a minor battle
against pirates. While standing on deck he was shot by an arrow and fell
into sea where he was never recovered. Triton eventually acquired the set
and traded it to some adventurer who fell on White Island.

Game Details : This is a chain mail +2, additionally, while wearing
it the user receives a +2 bonus to all fire related saving throws.

Description : A tubular wooden case which opens on top. It is
painted with blue waves, a white gust of wind, red fire and brown stones
depicting all the elements. Inside are 4 scrolls each inscribed with magical
runes and some elemental symbol.

History : If the legends are true, this scroll case would have
been once in the possession of the legendary hero Ronowac ( see Ierendi
Gazetteer p.53 ). It initially contained 10 scrolls but now 6 have been
used. In truth these scrolls belonged to a Glantrian Wizard from the Elementalist
Circle who brought them in Ierendi when he entered in the Royal Tournament
of Adventurers. Because legend relates Ronowac has fought elemental beast
and left unscathed by them, rumours spread among bards that he possessed
such scrolls.

Game Details : This was a set of scrolls of protection from elementals.
Here are the remaining ones. 1 scroll of protection vs. air elementals,
1 scroll of protection against fire elementals, 1 scroll of protection
vs. water elementals and 1 scroll of protection vs. all elementals.

Description : A grisly item, this is a withered brown hand, obviously
ancient. Its skin is pulled tight across the bones, the fingers are long and
slim, and its fingernails are cracked and dirty. The hand appears to have been
chopped off at the wrist. On the back of the hand is a tattoo of a closed eye.
When the hand is activated, the eye opens ominously.

History : The story of the Lost Dipper goes something like this.
A long time ago in Ne'er-do-well a cruel mage posed a challenge to the dippers (pickpockets) of that town. He had just completed his tower, and promised untold riches to any dipper, who could penetrate its defences and steal his treasures. Many tried and failed, falling victim to his varied traps. The mage was jovial about the whole deal and cured most of the thieves cheerfully, when they failed. Eventually a relatively unknown dipper, Trasko, collected information from those
that had returned from the tower and managed to reach the mage's treasure room.
When the mage discovered him, he congratulated him on his skills and took him
prisoner. He proceeded to chop off Trasko's hand and enchanted it to aid him
as a sort of familiar. Trasko was never seen again, and is simply known as "the
Lost Dipper". The hand has passed from wizard to wizard throughout the history of Ne'er-do-well.

Game Details : The Hand of the Lost Dipper possesses most of
the skills Trasko had in life. To activate it one must hold it aloft and say "I call upon the powers of the Lost Dipper" in Alphatian. The hand will come alive and obey orders such as "pick that lock", "search the chest for traps", or "pick
that pocket". The hand can scuttle about on its fingers, but must be held
or placed on something to use most of its skills. The hand will remain active
for 3 turns, and can only be activated once per day. The specific skills it possesses are: Open Locks 75%, Find Traps 73%, Remove Traps 67%, Pick Pockets 90%. It can also Move Silently and Hide in Shadows at 95%. It only has 10 hp, but is immune to energy attacks (fire, electricity, etc.), and must be physically hacked to pieces to destroy it. It regenerates 1 hp per hour unless destroyed completely.

Description : Several long strands of black hair have been braided
together to form this armlet. It will comfortably fit around a large man's
wrist, but may slip off the wrist of a skinnier person. It may be rebraided,
and has, in the past, been braided in the shape of necklaces or anklets.

History : Rhorvald Thorgilson, a warrior of Vestland, first braided
this item from the hair of his lost love Svala the Raven (one of Odin's
Ravens, a 9th level godi (Cleric) of Odin). Svala was abducted from their
village by hill trolls, during a raid where Rhorvald was absent. Rhorvald
tracked down the trolls and slew their leader, Ufgahr Hard-mouth in a glorious
battle. Alas, he was too late to save his love, and to remember her always,
he fashioned an armlet from her hair. He later had it enchanted in Minrothad
during his travels. It has been passed on several times after his death.
Though rumours abound that it was fashioned from Ufgahr's hair, since the
trolls had already eaten Svala, this is not true.

GameDetails : Raven's Hair functions as a Ring of Quickness,
letting the wearer move and attack at double the normal rates for 1 turn,
once per day. This effect is triggered by saying "Raven, aid me" clearly
in the Northman tongue (Ostland, Vestland, and Soderfjord speak dialects
of the same language). If the item is rebraided, every single strand of
hair must be used, if even a single strand is lost, the item will lose
its powers.

Description : The Ruby Eye itself, is a large egg-shaped ruby,
the size of a goose egg. It is embedded in a metal girdle, that will magically
fit any humanoid creature no larger than a bugbear. The girdle is covered
by runes.

History : The Ruby Eye is actually the eye of Wazixlutz, a ruby
dragon that once assaulted the Modrigswerg of Graabjerge in Ostland in
the hopes of gaining their treasures. One of their heroes, a thief known
as Greyhood, managed to land a blow with his magical short sword that took
out the dragon's eye. Wazixlutz fled, and has not returned since. The Modrigswerg
enchanted the eye and later sold it to a Wise Woman, who lost it in a wager.
It has passed hands several times since. Adventurers should take note that
Wazixlutz is still alive, and desperately wants her eye back.

Game Details : Wearing The Ruby Eye grants its bearer Fire Resistance,
much as the Ring of the same name. Specifically it grants immunity to normal
fires and a bonus of +2 to all saving throws vs. fire spells as well as
red and ruby dragon breath attacks. In addition the bearer takes 1 less
point of damage per die from magical fire (with no minimum, this item may
reduce damage to 0). If The Ruby Eye is shattered (this will require a
spell of at least 7th level or a weapon with at least a +4 bonus), it will
release a fireball for 15d6 damage.

Description : This weapon consists of a beautifully crafted spearhead
mounted on a 7-foot long pole. The spearhead is very flat, and is serrated
to maximise penetration and damage. The spearhead continuously creates
bright light (as bright as daylight) in a 30' radius. The pole is unremarkable.

History : This spear belonged to Njal the Tall, a warrior of
Soderfjord, who used it many times in battle. During a humanoid raid he
saved a godi (Cleric) of Frey from a pack of kobolds, wielding this spear.
As thanks, the godi enchanted the spear with a continual light spell. Njal
hung the spear in his hearth hall, illuminating it and to show all the
honour he had received. One night Njal gave a weary traveller hospitality.
When Njal awoke the next morning the traveller was gone, as was the spear.
Njal put out a bounty for the return of the spear and the thief's head,
but has had no luck so far. All he knows is that the thief was a short
dark haired man with a scar below his right eye, who called himself Erik
the Short.

Game Details : Njal's Spear is a non-magical spear that has been
enchanted with a continual light spell. The craftsmanship of the spear
gives it a +1 bonus to hit and damage rolls, though. The continual light
spell was cast at the 6th level of experience.

Description : Fabricated in Ochalea, the gunsen is an oriental-style
fan made entirely of steel. It can be folded to completely close, and easily
stuck in a belt or sash, when not in use. The top edge of this gunsen has been
sharpened, and it can be used as a weapon as well as a fan. Its reach is a little more than a foot. The gunsen is painted beautifully, and it is not apparent that it is made of steel. The paintings show serpentine dragons entwining in a peaceful grove.

History : The gunsen was developed as a weapon, you could carry
into courts and other places, where your swords or other obvious weapons would be confiscated. This gunsen was further enchanted to aid the infamous spy and assassin Shou Li in her work. Using the powers of the gunsen, Shou Li could infiltrate courts, gather information or dispatch her target, then disappear unopposed. Eventually her husband, a travelling merchant, grew suspicious of what she was doing, while he was gone, and, since she couldn't make up a reasonable explanation, thought she was cheating on him. Enraged he assaulted and killed her, then took his own life in grief. Government officials confiscated their belongings and the gunsen's fate is unknown.

Game Details : Used as a weapon this is a gunsen+1 (use stats
for a short sword, but uses a different skill of its own). It has the power of Deception,
that is, it can create an illusion changing the wielder's appearance. It cannot
change the size of the user, but can change facial features, equipment carried,
etc., though the gunsen itself cannot be concealed. To function it must be
held opened (which is not so conspicuous since it's a fan).

Description : These axes are normal sized hand axe. They are perfectly
balanced, well crafted and engraved with the runes of the 7 dwarf clans
on the wooden handle, with the Everast clan on the both sides of the blade.

History : These axes, ten of them in total were created by the
famous dwarven smith Borfir of the Everast clan. Borfir is still alive
and still residing in Dengar. He created the axe as gift for worthy dwarves.
The first one was created in AC 965 and the last in AC 979. Since them
some of them have passed hands or have been lost as their owner fell to
monsters in some dangerous adventure. The axes are a combination of dwarven
craft magic and very fine workmanship.

Game Details : These hand axe have a +1 bonus to hit and damage
due to fine workmanship and a +2 damage only bonus versus planar creatures
and undead.

Description : This open-faced dwarven sized metal helmet has
a small metal eagle mounted on top of it. The eagle has it's wing folded
and looks in front of him. The helmet is a little bit dulled and tarnished
but appears in good condition.

History : This helmet was fashioned by a skilful dwarven smith
who was assisted by some powerful cleric. Crafted and enchanted in AC 787,
the helmet was crafted by the pair to give to their nephew, a young dwarf
who was beginning in "trouble years". The dwarf then went on adventures,
some years later the helmet was stolen while he was sleeping in an inn
in Karameikos by a mage/thief, who later sold it to a Darokinian merchant
on is way to Ylaruam. The current whereabouts of the helmet are unknown
and it could turn up everywhere, even back in Rockhome if the merchant
went there after.

Game Details : This helmet give's the wearer a +2 bonus to AC
and saving throw. Acting like a ring of protection +2.

Description : This dwarven sized rod ( wand for humans/elves/half-elves ) is fashioned in bronze. From the sides protrudes countless "rocks" and
"gems" which are actually sculpted in the sides of the rod. The metal appears
very shiny.

History : This dwarven sized rods was created by the church of
Kagyar a long time ago. It's purpose is to attack golems. In AC 623 a group
of adventurers from Glantri travelled the known world acquiring fame( in
the eyes of other Glantrians ) and fortune. When the group of mage adventurers
explored the mountains of Rockhome, several dwarves saw this another way.
The group was plundering old dwarven ruins and taking priceless objects
of dwarven make out of their ancestral forging place and into the heathen
land of Glantri. The church mounted an expedition of clerics to repulse
the mages from Rockhome and gave them magical maces, scrolls of protections
and this rod to take care of the golems created by the mages.

Game Details : This rod is a rod of smiting with 31 charges left.
The rod does not confer the attack bonus on planar creatures, only on golems.

Description : Looks like an oversized Egg holder with an elongated
"egg" The egg is actually magically enchanted lava that was formed into the shape while still hot. Upon detonation the grenade detonates, spraying Hot Lava everywhere as well as the outer part which becomes shrapnel.

History : Lava grenades were invented by the Dwarves of Rockhome
but are now in hot demand by
many nations.

Game Details :DMG: 1-100 dp
Activation: Turn top part of Grenade and then throw.
The grenade explodes as soon as it lands (or drops!)
Cost: 5,000 gp.

Description : This wooden Sindian flute is in the form of a reed
which ends in some kind of bulbous form. The flute plays as a normal flute
by anyone proficient in musical instruments. The flute is about 1 foot
long.

History : Forged by a powerful fakir of Sayr Ulan in AC 890 to
entertain crowds in the streets. This flute was later donated by its creator
to a travelling mystic who brought it back to it's cloister. In AC 924 this
same mystic passed on the flute to one of it's student. A woman by the
name of Cariala.

Game Details : This flute acts as a potion of animal control
for normal snakes only once per day.

Description : This long spear is made of light wood painted black
and mounted with a silver head. On the other end of the pole is set an
owlbear's claw.

History : This cursed spear was created the Black Rajah of Jaibul.
After having used to spell change self, he assumed the identity of an enemy
of the Black Rajah who sought to hire an adventurer on a mission against
the Black Rajah. When one of his enemy agreed on the mission, one which
was fake and created by the Rajah, he gave him the spear as a gift. Later
when that same hero, Taelik, was fighting the Rajah's forces he died because
of the spear.

Game Details : This is a Back Bitter Spear + 3. Back Bitter spears
are detailed in the Dungeon Master Guide, they inflict damage upon the
user and acts as a normal cursed weapon.

Description : This piece of banded mail covers only the wearer's
shoulder and upper arm. It is human sized and looks rather worn and battered.
Although it does not show signs of corrosion, it look very old.

History : The piece of magical armour was forged in AC 498. It
was commissioned by a Thyatian noble who made his best gladiator wear it.
Since then the armour has passed into the possession of many gladiators
and nobles and was still being used until recently in the arena.

Game Details : This piece of armour would not normally give any
AC bonus. This one is enchanted +1 and lowers the AC by 1. It cannot be
worn over any metal armour. It is intended to be worn with other pieces
of armour or alone but it can be worn over padded, leather and studded leather
armour. Wearing this count as wearing metal armour for classes who can't
wear metal armour.

Description : This is a toga, a Thyatian robe, worn by men and
women. It is made of fine silk and embroidered with golden thread. It always
appear clean white and fresh. The Toga seem to fit a large range of people.

History : This toga was created by a senator Stalius in
AC 973. Needless to say the senator was also a wizard of some importance.
He wore the toga with him every time he dealt with the public or other
politicians. In AC 1004 when the city of Thyatis faced a huge riot, a political
foe of Stalius had him assassinated by a thief. The body of the senator
was pushed from a balcony into the rioting crowds below. It is not known
what happened to his body.

Game Details : This toga tends to remain clean and washes
easily. It fits anyone within 90 lbs. to 220 lbs. and 4 feet to 7 feet.
The toga's main function is that it gives the wearer +1 to his charisma
characteristic.

Description : This large iron three pronged trident has a copper
sphere at it's butt and fish motives engraved on the pole. The three pikes,
which are at the other end, are very sharp and always shiny. When the trident
strikes a blow on a living target, the trident glows with an unwholesome
black light.

History : Corrupter origin's are very ancient. Legends
attribute it's creation to the kingdoms of sea creatures that lies under
the ocean. Other legends speak of a gift from an entropic immortal. In
ancient times the trident was found by a Thyatian hero near the foundation
of the empire of Thyatis. The trident was a family heirloom and passed
unto many generations until doom fell on it's possessor. Many decades later
the Corrupter emerged in the arena of Thyatis in the hands of a gladiator.
When the crowd witnessed the unholy action of the trident, the gladiator
was punished and is trident cast in the sea. It later found it's in the
hands of a member of the Thyatian army assigned to the Retebius Air Fleet
who uses it in combat. The present day whereabouts of the trident are uncertain,
it is not known if it is currently in the possession of the same soldier.

Game Details : Corrupter is a cursed trident which offers -2
to damage rolls but a +1 bonus on attack rolls. The trident cannot be discarded
without the use of a remove curse. It functions in this respect as other
cursed items. When Corrupter hits a target it glows black and this target
must make a saving throw versus spell at -2 penalty or it becomes cursed.
This curse will affect the target for 2d20 days unless a remove curse spell
is cast on the target. Target's cursed by the trident are not able to tell
the truth while for the duration of the curse.

Yannivey

Nanok Tupilak

Description: Carved from whalebone, the Nanok Tupilak is an 8" tall
figure in the shape of a ferocious polar bear ("Nanok"). The details of the carving are fantastic, individual fangs and claws can be made out. The bear stands on its hind legs, its jaws opened wide and its paws held threateningly in
the air before it.

History : The tupilak is a concept unique to the Yanifey culture of the Yannivey Island Chain. A tupilak ("harmful being") is an item, often carved
of bone, that is possessed by a spirit, often the spirit of an animal. The process of enchanting a tupilak is known only to a handful of Yanifey shamans.
This Nanok Tupilak was created by Kunuk, a solitary shaman living at the northern coast of Qeodhar. It was made to curse a local community, whose ruler (a pirate of ill repute) had chased the shaman from the village. The Nanok Tupilak terrorised the populace, causing deaths and corruption where it went. The pirate chased down Kunuk and killed him, but this did not end the terror of the tupilak. Eventually the pirate was killed by it but the attacks didn't stop, and the community dissolved. The tupilak was later found during the day by a wanderer, who sold it in Farend.

Game Details : The Nanok Tupilak is actually a primitive golem of sorts. It is possessed by the corrupted spirit of a polar bear. It cannot be controlled. If left in direct moonlight for a turn it will transform into a huge polar bear that will use its foul powers to destroy and corrupt its surroundings. The Nanok Tupilak use the same stats as a regular polar bear, but its armour class is 3, its morale is 12, its Intelligence is 6, and it has the following additional powers: It can only be harmed by bone or magical weapons. Each time it hits an opponent, that opponent must make a saving throw vs. poison or become diseased. The symptoms are high fever and bodily rot. It is fatal within 2 weeks, and can only be cured by a cure disease spell or a wish. The Nanok Tupilak will spoil all food and water within 120' of it, rendering it unsuitable for consumption. XP Value is 725.

Description : This powerful scimitar has a golden blade and a
black leather hilt. The leather comes from a black dragon. The hand guard
is fashioned from platinum and encrusted with two sapphires at both ends.
The blade appears clean and is very reflective.

History : This scimitar of speed was created by the evil mage
Barimoor 50 years ago. Barimoor is mage questing for immortality as explained
in GAZ2. Barimoor created the scimitar for one of his lieutenant Rasha.
Rasha was a feared Ylari carrying out raids on Ylaruam under Barimoor orders.
These raids were only on small villages and were kept secret, so not much
is known about them. At one time a group of dwarven heroes were travelling
from Rockhome to Selenica were ambushed by the night time raiders. Even
tough the odds were 5 to 1, the dwarves prevailed. The sensed the power
of the magical scimitar, unfortunately it was to big for them so they traded
it for a very large ruby to a passing caravan they encountered the next
day.